• Title/Summary/Keyword: 콘텐츠 구매

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An User Experience Analysis of Virtual Assistant Using Grounded Theory - Focused on SKT Virtual Personal Assistant 'NUGU' - (근거 이론을 적용한 가상 비서의 사용자 경험 분석 - SKT 가상 비서 'NUGU'를 중심으로 -)

  • Hwang, Seung Hee;Yun, Ray Jaeyoung
    • Journal of the HCI Society of Korea
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    • v.12 no.2
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    • pp.31-40
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    • 2017
  • This a qualitative research about the virtual personal assistant, voice recognition device SKT 'NUGU' which was launched on September 1, 2016. For the study, an in-depth interview was committed with the 9 research participants who had used this device for more than a month. For the result of the interview, 362 concepts were discovered and through open coding, axis coding, selective coding the concepts got categorized in 16 sub-categories and 10 top categories. After recognizing 362 concepts from the interview sources, I proposed a paradigm model from the open coding. And from the selective coding, the main category of the study has been narrowed down to understand the 'Usage Patterns by Each Type'. As a result of the typification, it was confirmed that the usage pattern can be described in two different types of the dependent and inquiry type. From the result of the research, it provided the basic data about the user experience of virtual assistant which can be utilized when suggesting virtual personal assistant in the near future.

XML-based Single Sign-On Scheme for Internet Protocol TV(IPTV)Services (IPTV 서비스 제공을 위한 XML 기반의 단일인증 구조)

  • Lee, Seung-Hun;Shin, Dong-Il;Shin, Dong-Kyoo
    • Journal of Broadcast Engineering
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    • v.14 no.4
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    • pp.463-474
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    • 2009
  • By employing the subscriber concept in broadcasting services, IPTV (Internet Protocol Television) operators provide various grades of services to subscribers based on the billing level of the subscribers. With the income from subscribers for a basis, IPTV operators plan to provide high quality services. Since Web browser-based IPTV provides T-commerce and E-commerce services as well as television services, users may frequently visit other service domains to buy goods or content. To provide the user with charged or private services, these service domains request authentication of user. The existing authentication system is not appropriate for the IPTV service environment because the environment unavoidably forces the user to cross from one authentication-based service domain to another. Single sign-on provides a user with transparent authentication services by enabling an authenticated user to move between authentication-based service domains without any re-authentication. Like this distributed environment, since the IPTV service environment also provides a variety of authentication-based services, transparent authentication service needs to be provided to subscribers who want to access charged or private services. In this paper, we propose a new user authentication scheme for the IPTV environment. This scheme integrates the Security Assertion Markup Language (SAML), which is a standard for XML-based single sign on. We validate this scheme using a simple use case scenario.

An Integrated Perspective of User Evaluating Personalized Recommender Systems : Performance-Driven or User-Centric (개인화 추천시스템의 사용자 평가에 대한 통합적 접근 : 시스템 성과와 사용자 태도를 기반으로)

  • Choi, Jae-Won;Lee, Hong-Joo
    • The Journal of Society for e-Business Studies
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    • v.17 no.3
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    • pp.85-103
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    • 2012
  • This study focused on user evaluation for personalized recommender systems with the integrated view of performance of the system and user attitude of recommender systems. Since users' evaluations of recommender systems can be affected by recommendation outcomes and presentation methods, both system performances based on outcomes and user attitudes formed by the presentation methods should be considered when explaining users' evaluations. However, an integrated view of system performance and user attitudes has not been applied to explain users' evaluation of recommender systems. Thus, the goal of this study is to explain users' evaluations of recommender systems under the integrated view of predictive features and explanation features at the same time. Our findings suggest that social presence, both accuracy and noveltyhave impacts onuser satisfaction for recommender systems. Especially, predictive features including accuracy and novelty affected user satisfaction. Novelty as well as accuracy is one of the significant factors for user satisfaction while recommender systems provided usual items users have experienced when systems provide serendipitous items. Likewise, explanation features with social presence and self-reference were important for user evaluation of personalized recommender systems. For explanation features, while social presence appears as one of important factors to user satisfaction of evaluating personalized recommendations, self-reference has no significant effect on user's satisfaction for recommender systems when compared to the result of social presence. Self-referencing messages did not affect user satisfaction but the levels of self-referencing are different between low and high groups in the experiment.

The Impact of Korean Wave Cultural Contents on the Purchase of Han-Sik (Korean food) and Korean Product - Based on the Survey of Asia (Japan, China), Americas and Europe - (한류 문화콘텐츠가 한식 및 한국 제품 구매에 미치는 영향 - 아시아 (중국, 일본), 미주, 유럽지역을 중심으로 -)

  • Shin, Bong-Kyu;Oh, Mi-Hyun;Shin, Tack-Su;Kim, Yoon-Sun;You, Sang-Mi;Roh, Gi-Youp;Jung, Kyoung-Wan
    • Journal of the Korean Society of Food Culture
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    • v.29 no.3
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    • pp.250-258
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    • 2014
  • This research investigated the relationship among Korean Wave Cultural Contents consumption of Korean food, Korean products, and Learning of the Korean language. The survey targeted non-Koreans who were either interested in or experienced Korean Wave Cultural Contents. Exactly 61.3% of subjects had traveled to Korea. The most common method of experiencing the Korean Wave was via the Internet (57.7%), followed by TV (21.1%) and Mobile (7.7%). The most popular Korean Wave Contents were K-pop (35.2%) and TV Dramas (31.0%). Movies were preferred in the Americas ($3.63{\pm}0.83$) and Asia ($3.63{\pm}1.09$), whereas K-pop was preferred in Asia ($3.68{\pm}1.12$) and games preferred in Europe ($2.50{\pm}1.56$). Regarding Korean food, most participants had tasted Kimchi (81.7%), followed by Bulgogi (74.6%), Bibimbap (66.9%), and Galbi (66.2%). According to the country-by-country survey, in the case of Galbi (p<0.05), Bibimbap (p<0.05), and Bulgogi (p<0.05), Asians had more experiences with Korean food compared to those from other regions. Meanwhile, in the case of satisfaction of Korean food, Bulgogi ($4.22{\pm}1.05$) was ranked highest, whereas Kimchi ($3.85{\pm}1.15$) was ranked lowest. According to the region-by-region survey, those from Oceania and other regions preferred Kimchi ($4.25{\pm}0.71$) and Bulgogi ($4.50{\pm}4.50$) while the Americas preferred Galbi ($4.82{\pm}0.39$) and Bibimbap ($4.54{\pm}0.81$). Bulgogi ($2.76{\pm}0.06$) was highly ranked as a representative Korean Food while Kimchi ($2.44{\pm}0.71$) was ranked the lowest. This research explained that among Korean Wave Cultural Contents, movies and music positively influenced on the 'Image of Korea', movies and K-pop effected 'Purchasing intention of Korean products', and TV Dramas, movies, and K-pop effected 'Purchasing intention of Korean Food'.

Development of an open source-based APT attack prevention Chrome extension (오픈소스 기반 APT 공격 예방 Chrome extension 개발)

  • Kim, Heeeun;Shon, Taeshik;Kim, Duwon;Han, Gwangseok;Seong, JiHoon
    • Journal of Platform Technology
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    • v.9 no.3
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    • pp.3-17
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    • 2021
  • Advanced persistent threat (APT) attacks are attacks aimed at a particular entity as a set of latent and persistent computer hacking processes. These APT attacks are usually carried out through various methods, including spam mail and disguised banner advertising. The same name is also used for files, since most of them are distributed via spam mail disguised as invoices, shipment documents, and purchase orders. In addition, such Infostealer attacks were the most frequently discovered malicious code in the first week of February 2021. CDR is a 'Content Disarm & Reconstruction' technology that can prevent the risk of malware infection by removing potential security threats from files and recombining them into safe files. Gartner, a global IT advisory organization, recommends CDR as a solution to attacks in the form of attachments. There is a program using CDR techniques released as open source is called 'Dangerzone'. The program supports the extension of most document files, but does not support the extension of HWP files that are widely used in Korea. In addition, Gmail blocks malicious URLs first, but it does not block malicious URLs in mail systems such as Naver and Daum, so malicious URLs can be easily distributed. Based on this problem, we developed a 'Dangerzone' program that supports the HWP extension to prevent APT attacks, and a Chrome extension that performs URL checking in Naver and Daum mail and blocking banner ads.

Real Estate Asset NFT Tokenization and FT Asset Portfolio Management (부동산 유동화 NFT와 FT 분할 거래 시스템 설계 및 구현)

  • Young-Gun Kim;Seong-Whan Kim
    • KIPS Transactions on Software and Data Engineering
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    • v.12 no.9
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    • pp.419-430
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    • 2023
  • Currently, NFTs have no dominant application except for the proof of ownership for digital content, and it also have small liquidity problem, which makes their price difficult to predict. Real estate usually has very high barriers to investment due to its high pricing. Real estate can be converted into NFTs and also divided into small value fungible tokens (FTs), and it can increase the the volume of the investor community due to more liquidity and better accessibility. In this document, we implement and design a system that allows ordinary users can invest on high priced real estate utilizing Black Litterman (BL) model-based Portfolio investment interface. To this end, we target a set of real estates pegged as collateral and issue NFT for the collateral using blockchain. We use oracle to get the current real estate information and to monitor varying real estate prices. After tokenizing real estate into NFTs, we divide the NFTs into easily accessible price FTs, thereby, we can lower prices and provide large liquidity with price volatility limited. In addition, we also implemented BL based asset portfolio interface for effective portfolio composition for investing in multiple of real estates with small investments. Using BL model, investors can fix the asset portfolio. We implemented the whole system using Solidity smart contracts on Flask web framework with public data portals as oracle interfaces.

A Study on the Analysis of Quality Factors and Satisfaction of Teaching Tools: Focusing on Elementary School Teachers (교구의 품질 요인 분석 및 만족도에 관한 연구 : 초등 교사를 중심으로)

  • Cho, Ig-Hyeng;Hong, Jung-Wan
    • Journal of the Korea Convergence Society
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    • v.13 no.1
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    • pp.297-312
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    • 2022
  • Although education using teaching tools is important to both students and teachers, the quality problem of distributed teaching tools is constantly being raised. Therefore, the purpose of this study is to analyze the teaching tools by classifying them into three quality factors, and to confirm the satisfaction and repurchase intentions of elementary school teachers. This study was conducted by dividing the first CIT survey and the second survey targeting incumbent elementary school teachers, and the PLS statistical program was used as an analysis tool. Through empirical analysis, it was analyzed that product quality, educational quality, and service quality had a positive (+) effect on teacher satisfaction, and that teacher satisfaction had a positive (+) effect on repurchase intention. Through this, it gives teachers insight into what they should focus on when purchasing or evaluating teaching tools and how to use them usefully for education, and for researchers, it provides an important clue to research for product quality improvement, and for companies that produce and distribute teaching tools, it gives to effective guidelines for the development of new products and contents. In the future, in addition to the relationship between the teaching tools and teachers, additional research on the organic relationship between the teaching tools and various objects is needed, and this is suggested as a future study.

Movie Recommended System base on Analysis for the User Review utilizing Ontology Visualization (온톨로지 시각화를 활용한 사용자 리뷰 분석 기반 영화 추천 시스템)

  • Mun, Seong Min;Kim, Gi Nam;Choi, Gyeong cheol;Lee, Kyung Won
    • Design Convergence Study
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    • v.15 no.2
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    • pp.347-368
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    • 2016
  • Recently, researches for the word of mouth(WOM) imply that consumers use WOM informations of products in their purchase process. This study suggests methods using opinion mining and visualization to understand consumers' opinion of each goods and each markets. For this study we conduct research that includes developing domain ontology based on reviews confined to "movie" category because people who want to have watching movie refer other's movie reviews recently, and it is analyzed by opinion mining and visualization. It has differences comparing other researches as conducting attribution classification of evaluation factors and comprising verbal dictionary about evaluation factors when we conduct ontology process for analyzing. We want to prove through the result if research method will be valid. Results derived from this study can be largely divided into three. First, This research explains methods of developing domain ontology using keyword extraction and topic modeling. Second, We visualize reviews of each movie to understand overall audiences' opinion about specific movies. Third, We find clusters that consist of products which evaluated similar assessments in accordance with the evaluation results for the product. Case study of this research largely shows three clusters containing 130 movies that are used according to audiences'opinion.

Mediating Effect of Ease of Use and Customer Satisfaction in the Relationship between Mobile Shopping Mall of Service Quality and Repurchase Intention of University Student consumer (모바일쇼핑몰 서비스품질과 대학생 고객의 재구매의도 관계에서 사용용이성과 고객만족도의 매개효과)

  • Kim, Sun-A;Park, Ji-Eun;Park, Song-Choon
    • Management & Information Systems Review
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    • v.38 no.1
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    • pp.201-223
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    • 2019
  • The purpose of this study is to verify empirically the causal relationship between service quality, ease of use, customer satisfaction, and repurchase intention of mobile shopping mall. And this study is to investigate the ease of use and customer satisfaction mediating effect of between service quality and repurchase intention. Therefore, 323 university students in Jeonnam area were surveyed and the structural equation model was derived based on previous research. Service quality of mobile shopping mall make a significant effect on using easiness, purchasing satisfaction and repurchase intention. However, among service quality of mobile shopping mall, service scape like mobile interface and site design made a positive effect on purchasing satisfaction, but did not any effect on repurchase intention. In other words, service quality factors that make positive effects on customer's pleasant using and repurchase intention make a positive effect on repurchase intention when providing and using the service customer wants faithfully rather than external part of the site and mutually influencing attitude or behavior well. The implications suggested by this study are as follows. First, service quality of mobile shopping mall makes a significant effect on repurchase intention, so it's necessary to improve CS service system so as to treat customers' inquiries or inconveniences actively during mobile shopping and return and refund of defective products quickly and conveniently. And, in addition to the finally used factors in analysis process, benefits using customers' grade by number of purchases, such as various events, coupons, reserve, etc. and active contents marketing strategies providing more various pleasures and values of shopping are necessary. Second, satisfaction of mobile shopping mall makes a positive effect on repurchase intention, so visiting of site and repurchasing of product are continuously done as customers' satisfaction on shopping mall is increasing. Therefore, shopping mall site requires differentiation of contents, exact plan and practice of service, marketing, etc. so that customers can feel more satisfaction. This study is significant as it systematically analyzed concepts of components that service quality of mobile shopping mall makes an effect on using easiness, purchasing satisfaction, and repurchase intention, verified the relations, systematized it by theoretical structure, and widened the understanding of effects making an effect on repurchase intention.

Study on 3D Printer Suitable for Character Merchandise Production Training (캐릭터 상품 제작 교육에 적합한 3D프린터 연구)

  • Kwon, Dong-Hyun
    • Cartoon and Animation Studies
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    • s.41
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    • pp.455-486
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    • 2015
  • The 3D printing technology, which started from the patent registration in 1986, was a technology that did not attract attention other than from some companies, due to the lack of awareness at the time. However, today, as expiring patents are appearing after the passage of 20 years, the price of 3D printers have decreased to the level of allowing purchase by individuals and the technology is attracting attention from industries, in addition to the general public, such as by naturally accepting 3D and to share 3D data, based on the generalization of online information exchange and improvement of computer performance. The production capability of 3D printers, which is based on digital data enabling digital transmission and revision and supplementation or production manufacturing not requiring molding, may provide a groundbreaking change to the process of manufacturing, and may attain the same effect in the character merchandise sector. Using a 3D printer is becoming a necessity in various figure merchandise productions which are in the forefront of the kidult culture that is recently gaining attention, and when predicting the demand by the industrial sites related to such character merchandise and when considering the more inexpensive price due to the expiration of patents and sharing of technology, expanding opportunities and sectors of employment and cultivating manpower that are able to engage in further creative work seems as a must, by introducing education courses cultivating manpower that can utilize 3D printers at the education field. However, there are limits in the information that can be obtained when seeking to introduce 3D printers in school education. Because the press or information media only mentions general information, such as the growth of the industrial size or prosperous future value of 3D printers, the research level of the academic world also remains at the level of organizing contents in an introductory level, such as by analyzing data on industrial size, analyzing the applicable scope in the industry, or introducing the printing technology. Such lack of information gives rise to problems at the education site. There would be no choice but to incur temporal and opportunity expenses, since the technology would only be able to be used after going through trials and errors, by first introducing the technology without examining the actual information, such as through comparing the strengths and weaknesses. In particular, if an expensive equipment introduced does not suit the features of school education, the loss costs would be significant. This research targeted general users without a technology-related basis, instead of specialists. By comparing the strengths and weaknesses and analyzing the problems and matters requiring notice upon use, pursuant to the representative technologies, instead of merely introducing the 3D printer technology as had been done previously, this research sought to explain the types of features that a 3D printer should have, in particular, when required in education relating to the development of figure merchandise as an optional cultural contents at cartoon-related departments, and sought to provide information that can be of practical help when seeking to provide education using 3D printers in the future. In the main body, the technologies were explained by making a classification based on a new perspective, such as the buttress method, types of materials, two-dimensional printing method, and three-dimensional printing method. The reason for selecting such different classification method was to easily allow mutual comparison of the practical problems upon use. In conclusion, the most suitable 3D printer was selected as the printer in the FDM method, which is comparatively cheap and requires low repair and maintenance cost and low materials expenses, although rather insufficient in the quality of outputs, and a recommendation was made, in addition, to select an entity that is supportive in providing technical support.